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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: CIV game.png (666 B, 197x197)
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A simple CIV clone with concurrent chess like combat and procedurally generated map. No dicerolling besides the map generation which doesn't involve the players.
A turn is done once all players have finished their actions or if the turn has been on for two days. The pace can be discussed further.

Pick a color and a corner. For now only 4 players as this is experimental and the map is quite small.

Turns

>Gather resources from your tiles each turn
>Gold is stored
>Food is not stored
>Settlements consume food and units consume gold
>Remaining resources can be spent on buildings or other actions
>Food deficit caps the production of gold from settlements by the available food production
>Gold deficit disables all actions that require gold
>You can expand to any adjacent tile at the cost appropriate to the terrain as long as there is either a settlement or fort within 3 tiles
>Expanding or moving units reveals adjacent tiles which are then rolled for next turn
>Diagonal tiles are not adjacent

More rules in the subsequent posts
>>
File: Buildings.png (696 B, 148x148)
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Buildings
>Buildings cannot be constructed adjacent to hostile units

Fields:
>Produces 1 food each turn.
>Can be built on controlled plains tile.
>Costs 1 gold.

Fishing Boat:
>Produces 1 food each turn.
>Can be built in a sea tile next to a controlled coastal tile.
>Costs 1 gold.

Settlement:
>Produces 1 gold per level each turn.
>Consumes 1 food per level each turn.
>Can be built on any controlled tile or any uncontrolled tile with a unit.
>Costs 1 gold and 3 food.
>Cost includes tile annexation costs if uncontrolled.
>Each additional level costs 2 gold but costs no food and can be upgraded up to level 9.
>Can be demoted at the cost of 1 gold per level.

Mines:
>Produces 2 gold.
>Can be built in any controlled mountain tile.
>Costs 1 gold.

Fort:
>Can be used to build units on it's tile.
>Enemy attacks lower level.
>Can be built on any controlled tile or any uncontrolled tile with a unit.
>Costs 2 gold.
>Cost includes tile annexation costs if uncontrolled.
>Each additional level costs 1 gold more and can be upgraded up to level 9.
>>
File: Terrains.png (458 B, 50x246)
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Terrains

Plains:
>Uncontrolled tile costs 1 gold.

Mountains:
>Uncontrolled tile costs 3 gold.
>Buildings cost extra 2 gold to construct.

Desert:
>Uncontrolled tile costs 2 gold.
>Settlements consume 1 additional food each turn.

Forest:
>Uncontrolled tile costs 2 gold.
>Forts cost 1 gold less to build and upgrade.
>Can be turned into a plains which gives 1 gold if controlled.

Sea:
>Cannot be annexed.
>Units cost 1 additional gold each turn while at sea.
>Units can move an additional 3 tiles while at sea.
>>
File: Unit attack patterns.png (691 B, 834x246)
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Units
>Can either move or attack each turn but not both
>Units move adjacently
>Two units cannot be moved to the same tile by the same player

Swordsman:
>Can attack any adjacent or diagonal tile.
>Cannot attack other units while on a sea tile.
>Can move 1 tile
>Destroys any unit that moves onto the same tile.

Pikeman:
>Can attack any diagonal tile within 2 tiles.
>Cannot attack other units while on a sea tile.
>Can move 1 tile
>Destroys any unit that moves onto the same tile.

Bowman:
>Can attack any tile 2 tiles away.
>Can attack other units while on a sea tile.
>Can move 2 tiles
>Is destroyed if moved onto a tile with another unit.


Exploration
>QM rolls a d5 and a d20 for each revealed tile
First die:
>1: copy tile to the right
>2: copy tile on the bottom
>3: copy tile to the left
>4: copy tile on the top
>5: use a unique terrain

If first die was 5 or the rolled tile was also empty, roll for terrain
>Second die:
>1-5: plains
>6-8: mountains
>9-10: desert
>11: forest
>12-20: sea
>>
File: worldmap.png (3 KB, 1765x1177)
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Here's the map
>>
File: worldmap.png (2 KB, 1177x1177)
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>>6049794
Looking at it right now it may be a bit too big actually.
>>
>>6049796
top left
>>
A few other things

Conquest
>An enemy unit automatically captures territory owned by another state
>Forts must be destroyed in order to be taken down
>Tiles or groups of tiles completely encircled by enemy units is annexed as long as there are no hostile forts or units and not unconquered settlements
>This also applies to tiles or groups of tiles separated by more than two sea tiles from controlled territory if they're somehow connected to enemy controlled territory
>Islands separated by more than two sea tiles are hence immune from auto-annexation unless an enemy force lands there

Diplomacy
>Nothing official, but players can negotiate supply of food in a given turn in exchange of gold
>Other things can be promised and negotiated but isn't guaranteed
>Alliances and non-aggression pacts are also unofficial but can be applied by the players themselves

Game Over state
>Once a player no longer has any settlements, forts or units on the map, they automatically lose
>The game is played as long as it goes or if there is only one player left
>>
>>6049820
I recommend getting a trip code as well.
Also a color would be nice. You can even name your state or settlements if you feel like it for ease of use.
>>
>>6049826
>Green
>Ioannus Regnum
>>
File: worldmap.png (8 KB, 1226x1226)
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Current map

All players will start out with their corner and a balance of 10 gold.

Once the game starts I will roll your surrounding tiles.
>>
>>6049835
I hope the others don't take too long to join.
>>
>>6049796
>Looking at it right now it may be a bit too big actually
Kek. It will take several threads to finish. It's not too late to make it smaller. (Lurker here.)
>>
>>6050008
why not join us ?
>>
File: worldmap.png (5 KB, 834x834)
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>>6050008
Fine. How about a 16x16 map instead?
>>
Since we're doing last minute balance changes anyways, I'll add a couple clauses here.

Miscalleneous
>Regular attacks are prioritized over movement
>Units can attack tiles where there are enemy units in the current turn
>The sea tile movement bonus applies within the sea tiles, so if a unit embarks it gets the bonus but if it disembarks without having used all the moves they cannot move.
>In short movement checks if the unit has any moves left that is allowed by it's type and the terrain it is currently on
>Going "through" another unit's tile is allowed for simplicity's sake and will not result in either unit being destroyed
>Forts absorb the damage instead of the unit within it, if there is one
>Enemy forts cannot be moved onto
>If a player has no units left on the board, and either doesn't have a settlement or their territory produces no food, they will get 1 gold per turn to avoid soft-locking
>A negative gold balance is not stored, a deficit is only stored for the turn in question
>Units can be disbanded at any time and give 1 gold if disbanded within own territory
>Settlement demotion doesn't extend into destroying a settlement
>Hostile units in addition of preventing building in adjacent tiles also prevents upgrades, demotions and building of units
>>
>>6050110
Actually
>If a player has no units left on the board, and either doesn't have a settlement or their territory produces no food, they will get a minimum of 1 gold per turn to avoid soft-locking
>>
>>6050098
I cry when people talk to me. You talked to me so it made me cry. I can't handle interactions. I took a shot to post my advise because this is going to be the best quest ever.
>>
>>6050110
Lastly
>Buildings can be upgraded by multiple levels for the equivalent cost
>Units created this turn cannot be moved or used to attack
>>
No one else, really ?
>>
>>6050987
It's a tranny spammer quest and will be abandoned
>>
>>6050994
That's bold of you to assume
>>
>>6050994
join anon, pls
>>
Well for what it's worth the pace can be adjusted depending on how frequently people are able to do their turns.
>>
Top right. Interresting concept.
>>
>>6051420
Yeah we'll see how it goes.
Pick a color as well so I can put your state on the map

>>6049793
Now I've been thinking about it a bit and I think that the pikemen could be allowed to move diagonally as well to make the game a bit less tedious and make the bowman a little less powerful. Still can move only 1 tile in total at base.
>>
>>6051471
Purple.
>>
File: worldmap.png (5 KB, 834x834)
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>>
Wait I'm retarded; my name should be SeptentriEast
>>
>>6051506
nice, just 2 more anons now.
>>
QM, I'd advise to advertise in the /qtg/ thread. It's a great player catcher.
>>
>>6051543
this, advertise your quest man



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